Werewolf W5 Combat cheat sheet
Turn order, actions, and reminders. At-the-table reference for Werewolf: The Apocalypse 5th Edition.
Werewolf W5 combat: d10 dice pools, Rage dice for supernatural power, five forms with tactical tradeoffs, and regeneration that keeps you fighting.
Initiative
- Pool
- Wits + Awareness (flat value, no roll)
- Ties
- Higher Composure
Action economy
- 1 major action per turn: attack, use a Gift, change form, interact.
- 1 minor action: move, speak, draw weapon.
- Split dice pool to attack two targets (divide before rolling).
Attack roll
- Melee
- Strength + Brawl (claws/bite) or Melee
- Ranged
- Composure + Firearms
- Success
- 6+ on each d10
- Critical
- Two 10s (paired) = critical success
Rage dice
- Replace an equal number of regular dice in your pool (not added on top).
- Rage dice that show 6+ = successes, same as regular.
- Brutal result: Rage dice contribute to a critical (two 10s involving Rage) = brutal outcome. You succeed with extreme violence.
- Lose the Wolf: Rage dice show 1s and the roll fails = involuntary shift to Crinos, or Rage-driven frenzy.
- Rage is spent and gained during play (Gifts, shifting, taking damage).
Forms (5)
- Homid
- Human. No bonuses, blends in.
- Glabro
- Near-human. +1 Physical, intimidating.
- Crinos
- War form. +3 Physical, +2 health, regen 1 superficial/turn. Can't use tech or speak human language.
- Hispo
- Dire wolf. +2 Physical, fast, bite attack.
- Lupus
- Wolf. +1 Physical, enhanced senses, fastest form.
- Shifting costs 1 Rage (free when entering combat in Crinos).
- Crinos causes Delirium in mortals (fear/madness).
Damage and regeneration
- Superficial damage: halved (round down). Aggravated: full.
- Regeneration: heal 1 superficial per turn in any form.
- Aggravated healing: Rage check to heal 1 aggravated (costs Rage).
- Silver: deals aggravated damage and cannot be regenerated normally.
Health tracker
- All superficial boxes filled: impaired (-2 dice).
- Aggravated past full tracker: torpor-like collapse.
- Garou are hard to kill: regeneration keeps them standing where mortals would fall.
Frenzy
- Triggers: provocation, Rage 5, silver wounds, fire.
- Resist: Wits + Composure (difficulty 3+, higher under extreme triggers).
- In frenzy: Crinos form, attack nearest threat (or flee if outmatched).
- Ends when trigger is removed or Willpower spent.
Common mistakes
- Rage dice replace pool dice, they do not add extra dice.
- Crinos is powerful but conspicuous: Delirium draws attention and complications.
- Silver is aggravated AND blocks regeneration: it is the Garou's biggest vulnerability.
- Frenzy is not optional flavor: it mechanically forces form and behavior.
- Shifting costs Rage: burning all your Rage on Gifts leaves you stuck in one form.